A flurry of quotes have been circulated from Miyamoto’s recent roundtable in New York City, where’s he’s discussed everything from Wii Fit to New Super Mario Bros. Wii. Miyamoto also managed to find the time to sneak in a passage about upcoming Zelda titles when talking about New Super Mario Bros. Wii‘s Super Guide feature (bolding is ours):
Miyamoto feels this is an inspirational tool of sorts for players. “I feel guilty when the Super Guide block appears,” he said. “I feel inspired to finish the level on my own.” New Super Mario Bros. Wii is the first game to include Super Guide, but it’s possible that future Wii titles could include it too. Each title will be evaluated individually, but something like this in a new Zelda could “open Pandora’s box,” he said, because it’s hard to decide how much of a puzzle solution should be revealed.
In essence, the Super Guide feature that has been implemented in New Super Mario Bros. Wii – the very same one as the patent that caused a flurry of debate amongst gamers – may be making its way into Zelda games. The motivation behind such a decision is not to make the games easier, but rather to make them excruciatingly difficult. The Super Guide decides what difficulty level of puzzle you see, and if (when) you get stuck, you might need to refer to it for some help.
This could lead to an entirely new way to play – and replay – Zelda games. Imagine playing Zelda Wii through on your second try – only this time, the puzzles are different and more challenging! These sorts of dynamic difficulty settings could satisfy both of Nintendo’s core audiences: the casual gamers who just want to have fun, and the hardcore fans who demand a serious challenge out of the Zelda series.